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Fallen-Griever's Review Thread

Pro Tip : It would be a good idea t link to the actual game's page at the top of the review.

Tellahvision 2: Quick Updates!

You should just review what you want instead of taking requests. That way you don't have a full inbox of people plugging their own games.

T Review

rcholbert, that is one of the reasons why I don't like giving numbered scores to games.

Keyboard Speed (WPM)

75 WPM with five mistakes. I've gotten rusty...

Featured Games

author=Lazer Kirby link=topic=2630.msg80864#msg80864 date=1245097446
Yeah. I feel bad for him.

Why? Because he got an honest review?

Romancing SaGa (and the SaGa series!)

author=WIP link=topic=3951.msg79045#msg79045 date=1244482822
author=Nightblade link=topic=3951.msg79029#msg79029 date=1244478063
SaGa Frontier 2 was great until halfway through when they decided to do you know what.
What, kill Gustave?

The whole EGG subplot was poorly executed. Gustave was a much bigger (and more interesting) focus of the story... Then suddenly he dies.

Gustave is promptly replaced by a lame clone character, and later on "GUSTAF" who was his... great nephew, or some nonsense like that.

Your Game Sucks

author=Tonfa link=topic=3818.msg79375#msg79375 date=1244582331
Sounds very well implemented, though essentially what you're describing is a cutscene from the first person angle with very limited interactivity.

Perhaps, though that approach was only used once. There were other, more subtle approaches in the game.

Your Game Sucks

author=Tonfa link=topic=3818.msg79364#msg79364 date=1244580645
Would you mind elaborating? I'm curious.

The Half Life 2 developers took great care to draw the players eye to the important things going on in the game. The measures they took vary from scene to scene, so it's difficult to explain each one. I'll give one example though.

Spoiler from Half Life 2 : EP2












At the end of Half Life 2: Episode 2 your character is restrained by what can be best described as a psychic monstrosity. You're kind of pinned to wall and you have limited capacity to move around. In this state, you're helplessly forced to watch a certain main character die. After said character dies, your turn arrives. The monstrosity sticks it's tendril like appendage towards your face, all while you have limited control of your character. No stupid QTEs, no "PAUSE TO SKIP SCENE" tripe. The game essentially immerses you in what's happening, there are no breaks.

Your Game Sucks

Super Metroid also isn't an RPG and doesn't have an in-depth storyline. Metroid's always been more about exploration than story, even in the Prime series.

This.

Both of you are missing the point entirely. It's still possible to convey a story without the use of cutscenes.

Your Game Sucks

author=Max McGee link=topic=3818.msg79095#msg79095 date=1244491823
When are cutscenes really necessary in an RPG?

Actually, one could aruge that the RPG is the only genre in which Cutscenes are really necessary. The story in, say, an FPS can easily be told through scripted events and in-game communication (like in Half Life, Deus Ex and Bioshock) without resorting to cutscenes, but if you're talking about a top-down SNES-style RPG, these things really have no viable way of giving information in real time. Without cutscene, storytelling would be reduced to just wall of text/conversations, which would be really boring. Cutscens are necessary so characters can walk around and do interesting stuff and the story can be advanced.

I agree they shouldn't be overused but they really are NECESSARY.

You don't need cutscenes to convey a story. Super Metroid is a good example of that. Very minimalistic in it's approach to the story. There isn't even any "spoken" (for lack of a better term) dialogue in the game aside from maybe the introduction and the ending.